/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
 
This file is part of Quake III Arena source code.
 
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
 
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
 
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//

/*****************************************************************************
 * name:		ai_chat.c
 *
 * desc:		Quake3 bot AI
 *
 * $Archive: /code/game/ai_chat.c $
 *
 *****************************************************************************/

#include "g_local.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_ea.h"
#include "be_ai_char.h"
#include "be_ai_chat.h"
#include "be_ai_gen.h"
#include "be_ai_goal.h"
#include "be_ai_move.h"
#include "be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
//
#include "chars.h"				//characteristics
#include "inv.h"				//indexes into the inventory
#include "syn.h"				//synonyms
#include "match.h"				//string matching types and vars

#define TIME_BETWEENCHATTING	25


/*
==================
BotNumActivePlayers
==================
*/
int BotNumActivePlayers(void)
{
    int i, num;
    char buf[MAX_INFO_STRING];
    static int maxclients;

    if (!maxclients)
        maxclients = Cvar_VariableIntegerValue("sv_maxclients");

    num = 0;
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        SV_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
        //if no config string or no name
        if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
        //skip spectators
        if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
        //
        num++;
    }
    return num;
}

/*
==================
BotIsFirstInRankings
==================
*/
int BotIsFirstInRankings(bot_state_t *bs)
{
    int i, score;
    char buf[MAX_INFO_STRING];
    static int maxclients;
    playerState_t ps;

    if (!maxclients)
        maxclients = Cvar_VariableIntegerValue("sv_maxclients");

    score = bs->cur_ps.persistant[PERS_SCORE];
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        SV_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
        //if no config string or no name
        if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
        //skip spectators
        if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
        //
        BotAI_GetClientState(i, &ps);
        if (score < ps.persistant[PERS_SCORE]) return qfalse;
    }
    return qtrue;
}

/*
==================
BotIsLastInRankings
==================
*/
int BotIsLastInRankings(bot_state_t *bs)
{
    int i, score;
    char buf[MAX_INFO_STRING];
    static int maxclients;
    playerState_t ps;

    if (!maxclients)
        maxclients = Cvar_VariableIntegerValue("sv_maxclients");

    score = bs->cur_ps.persistant[PERS_SCORE];
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        SV_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
        //if no config string or no name
        if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
        //skip spectators
        if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
        //
        BotAI_GetClientState(i, &ps);
        if (score > ps.persistant[PERS_SCORE]) return qfalse;
    }
    return qtrue;
}

/*
==================
BotFirstClientInRankings
==================
*/
char *BotFirstClientInRankings(void)
{
    int i, bestscore, bestclient;
    char buf[MAX_INFO_STRING];
    static char name[32];
    static int maxclients;
    playerState_t ps;

    if (!maxclients)
        maxclients = Cvar_VariableIntegerValue("sv_maxclients");

    bestscore = -999999;
    bestclient = 0;
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        SV_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
        //if no config string or no name
        if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
        //skip spectators
        if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
        //
        BotAI_GetClientState(i, &ps);
        if (ps.persistant[PERS_SCORE] > bestscore)
        {
            bestscore = ps.persistant[PERS_SCORE];
            bestclient = i;
        }
    }
    EasyClientName(bestclient, name, 32);
    return name;
}

/*
==================
BotLastClientInRankings
==================
*/
char *BotLastClientInRankings(void)
{
    int i, worstscore, bestclient;
    char buf[MAX_INFO_STRING];
    static char name[32];
    static int maxclients;
    playerState_t ps;

    if (!maxclients)
        maxclients = Cvar_VariableIntegerValue("sv_maxclients");

    worstscore = 999999;
    bestclient = 0;
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        SV_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
        //if no config string or no name
        if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
        //skip spectators
        if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
        //
        BotAI_GetClientState(i, &ps);
        if (ps.persistant[PERS_SCORE] < worstscore)
        {
            worstscore = ps.persistant[PERS_SCORE];
            bestclient = i;
        }
    }
    EasyClientName(bestclient, name, 32);
    return name;
}

/*
==================
BotRandomOpponentName
==================
*/
char *BotRandomOpponentName(bot_state_t *bs)
{
    int i, count;
    char buf[MAX_INFO_STRING];
    int opponents[MAX_CLIENTS], numopponents;
    static int maxclients;
    static char name[32];

    if (!maxclients)
        maxclients = Cvar_VariableIntegerValue("sv_maxclients");

    numopponents = 0;
    opponents[0] = 0;
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++)
    {
        if (i == bs->client) continue;
        //
        SV_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
        //if no config string or no name
        if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
        //skip spectators
        if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
        //skip team mates
        if (BotSameTeam(bs, i)) continue;
        //
        opponents[numopponents] = i;
        numopponents++;
    }
    count = (int)(random() * numopponents);
    for (i = 0; i < numopponents; i++)
    {
        count--;
        if (count <= 0)
        {
            EasyClientName(opponents[i], name, sizeof(name));
            return name;
        }
    }
    EasyClientName(opponents[0], name, sizeof(name));
    return name;
}

/*
==================
BotMapTitle
==================
*/

char *BotMapTitle(void)
{
    char info[1024];
    static char mapname[128];

    SV_GetServerinfo(info, sizeof(info));

    strncpy(mapname, Info_ValueForKey( info, "mapname" ), sizeof(mapname)-1);
    mapname[sizeof(mapname)-1] = '\0';

    return mapname;
}


/*
==================
BotWeaponNameForMeansOfDeath
==================
*/

char *BotWeaponNameForMeansOfDeath(int mod)
{
    switch(mod)
    {
    case MOD_SHOTGUN:
        return "Shotgun";
    case MOD_GAUNTLET:
        return "Gauntlet";
    case MOD_MACHINEGUN:
        return "Machinegun";
    case MOD_GRENADE:
    case MOD_GRENADE_SPLASH:
        return "Grenade Launcher";
    case MOD_ROCKET:
    case MOD_ROCKET_SPLASH:
        return "Rocket Launcher";
    case MOD_PLASMA:
    case MOD_PLASMA_SPLASH:
        return "Plasmagun";
    case MOD_RAILGUN:
        return "Railgun";
    case MOD_LIGHTNING:
        return "Lightning Gun";
    case MOD_BFG:
    case MOD_BFG_SPLASH:
        return "BFG10K";
    case MOD_GRAPPLE:
        return "Grapple";
    default:
        return "[unknown weapon]";
    }
}

/*
==================
BotRandomWeaponName
==================
*/
char *BotRandomWeaponName(void)
{
    int rnd;

    rnd = (int)(random() * 8.9);
    switch(rnd)
    {
    case 0:
        return "Gauntlet";
    case 1:
        return "Shotgun";
    case 2:
        return "Machinegun";
    case 3:
        return "Grenade Launcher";
    case 4:
        return "Rocket Launcher";
    case 5:
        return "Plasmagun";
    case 6:
        return "Railgun";
    case 7:
        return "Lightning Gun";
    default:
        return "BFG10K";
    }
}

/*
==================
BotVisibleEnemies
==================
*/
int BotVisibleEnemies(bot_state_t *bs)
{
    float vis;
    int i;
    aas_entityinfo_t entinfo;

    for (i = 0; i < MAX_CLIENTS; i++)
    {

        if (i == bs->client) continue;
        //
        BotEntityInfo(i, &entinfo);
        //
        if (!entinfo.valid) continue;
        //if the enemy isn't dead and the enemy isn't the bot self
        if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum) continue;
        //if the enemy is invisible and not shooting
        if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo))
        {
            continue;
        }
        //if on the same team
        if (BotSameTeam(bs, i)) continue;
        //check if the enemy is visible
        vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i);
        if (vis > 0) return qtrue;
    }
    return qfalse;
}

/*
==================
BotValidChatPosition
==================
*/
int BotValidChatPosition(bot_state_t *bs)
{
    vec3_t point, start, end, mins, maxs;
    bsp_trace_t trace;

    //if the bot is dead all positions are valid
    if (BotIsDead(bs)) return qtrue;
    //never start chatting with a powerup
    if (bs->inventory[INVENTORY_QUAD] ||
            bs->inventory[INVENTORY_HASTE] ||
            bs->inventory[INVENTORY_INVISIBILITY] ||
            bs->inventory[INVENTORY_REGEN] ||
            bs->inventory[INVENTORY_FLIGHT]) return qfalse;
    //must be on the ground
    //if (bs->cur_ps.groundEntityNum != ENTITYNUM_NONE) return qfalse;
    //do not chat if in lava or slime
    VectorCopy(bs->origin, point);
    point[2] -= 24;
    if (SV_PointContents(point,bs->entitynum) & (CONTENTS_LAVA|CONTENTS_SLIME)) return qfalse;
    //do not chat if under water
    VectorCopy(bs->origin, point);
    point[2] += 32;
    if (SV_PointContents(point,bs->entitynum) & MASK_WATER) return qfalse;
    //must be standing on the world entity
    VectorCopy(bs->origin, start);
    VectorCopy(bs->origin, end);
    start[2] += 1;
    end[2] -= 10;
    botlib_export->aas.AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, mins, maxs);
    BotAI_Trace(&trace, start, mins, maxs, end, bs->client, MASK_SOLID);
    if (trace.ent != ENTITYNUM_WORLD) return qfalse;
    //the bot is in a position where it can chat
    return qtrue;
}

/*
==================
BotChat_EnterGame
==================
*/
int BotChat_EnterGame(bot_state_t *bs)
{
    char name[32];
    float rnd;

    if (bot_nochat->integer) return qfalse;
    if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
    //don't chat in teamplay
    if (TeamPlayIsOn()) return qfalse;
    // don't chat in tournament mode
    if (gametype == GT_TOURNAMENT) return qfalse;
    rnd = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1);
    if (!bot_fastchat->integer)
    {
        if (random() > rnd) return qfalse;
    }
    if (BotNumActivePlayers() <= 1) return qfalse;
    if (!BotValidChatPosition(bs)) return qfalse;
    BotAI_BotInitialChat(bs, "game_enter",
                         EasyClientName(bs->client, name, 32),	// 0
                         BotRandomOpponentName(bs),				// 1
                         "[invalid var]",						// 2
                         "[invalid var]",						// 3
                         BotMapTitle(),							// 4
                         NULL);
    bs->lastchat_time = FloatTime();
    bs->chatto = CHAT_ALL;
    return qtrue;
}

/*
==================
BotChat_ExitGame
==================
*/
int BotChat_ExitGame(bot_state_t *bs)
{
    char name[32];
    float rnd;

    if (bot_nochat->integer) return qfalse;
    if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
    //don't chat in teamplay
    if (TeamPlayIsOn()) return qfalse;
    // don't chat in tournament mode
    if (gametype == GT_TOURNAMENT) return qfalse;
    rnd = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1);
    if (!bot_fastchat->integer)
    {
        if (random() > rnd) return qfalse;
    }
    if (BotNumActivePlayers() <= 1) return qfalse;
    //
    BotAI_BotInitialChat(bs, "game_exit",
                         EasyClientName(bs->client, name, 32),	// 0
                         BotRandomOpponentName(bs),				// 1
                         "[invalid var]",						// 2
                         "[invalid var]",						// 3
                         BotMapTitle(),							// 4
                         NULL);
    bs->lastchat_time = FloatTime();
    bs->chatto = CHAT_ALL;
    return qtrue;
}

/*
==================
BotChat_StartLevel
==================
*/
int BotChat_StartLevel(bot_state_t *bs)
{
    char name[32];
    float rnd;

    if (bot_nochat->integer) return qfalse;
    if (BotIsObserver(bs)) return qfalse;
    if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
    //don't chat in teamplay
    if (TeamPlayIsOn())
    {
        botlib_export->ea.EA_Command(bs->client, "vtaunt");
        return qfalse;
    }
    // don't chat in tournament mode
    if (gametype == GT_TOURNAMENT) return qfalse;
    rnd = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
    if (!bot_fastchat->integer)
    {
        if (random() > rnd) return qfalse;
    }
    if (BotNumActivePlayers() <= 1) return qfalse;
    BotAI_BotInitialChat(bs, "level_start",
                         EasyClientName(bs->client, name, 32),	// 0
                         NULL);
    bs->lastchat_time = FloatTime();
    bs->chatto = CHAT_ALL;
    return qtrue;
}

/*
==================
BotChat_EndLevel
==================
*/
int BotChat_EndLevel(bot_state_t *bs)
{
    char name[32];
    float rnd;

    if (bot_nochat->integer) return qfalse;
    if (BotIsObserver(bs)) return qfalse;
    if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
    // teamplay
    if (TeamPlayIsOn())
    {
        if (BotIsFirstInRankings(bs))
        {
            botlib_export->ea.EA_Command(bs->client, "vtaunt");
        }
        return qtrue;
    }
    // don't chat in tournament mode
    if (gametype == GT_TOURNAMENT) return qfalse;
    rnd = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
    if (!bot_fastchat->integer)
    {
        if (random() > rnd) return qfalse;
    }
    if (BotNumActivePlayers() <= 1) return qfalse;
    //
    if (BotIsFirstInRankings(bs))
    {
        BotAI_BotInitialChat(bs, "level_end_victory",
                             EasyClientName(bs->client, name, 32),	// 0
                             BotRandomOpponentName(bs),				// 1
                             "[invalid var]",						// 2
                             BotLastClientInRankings(),				// 3
                             BotMapTitle(),							// 4
                             NULL);
    }
    else if (BotIsLastInRankings(bs))
    {
        BotAI_BotInitialChat(bs, "level_end_lose",
                             EasyClientName(bs->client, name, 32),	// 0
                             BotRandomOpponentName(bs),				// 1
                             BotFirstClientInRankings(),				// 2
                             "[invalid var]",						// 3
                             BotMapTitle(),							// 4
                             NULL);
    }
    else
    {
        BotAI_BotInitialChat(bs, "level_end",
                             EasyClientName(bs->client, name, 32),	// 0
                             BotRandomOpponentName(bs),				// 1
                             BotFirstClientInRankings(),				// 2
                             BotLastClientInRankings(),				// 3
                             BotMapTitle(),							// 4
                             NULL);
    }
    bs->lastchat_time = FloatTime();
    bs->chatto = CHAT_ALL;
    return qtrue;
}

/*
==================
BotChat_Death
==================
*/
int BotChat_Death(bot_state_t *bs)
{
    char name[32];
    float rnd;

    if (bot_nochat->integer) return qfalse;
    if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
    rnd = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_DEATH, 0, 1);
    // don't chat in tournament mode
    if (gametype == GT_TOURNAMENT) return qfalse;
    //if fast chatting is off
    if (!bot_fastchat->integer)
    {
        if (random() > rnd) return qfalse;
    }
    if (BotNumActivePlayers() <= 1) return qfalse;
    //
    if (bs->lastkilledby >= 0 && bs->lastkilledby < MAX_CLIENTS)
        EasyClientName(bs->lastkilledby, name, 32);
    else
        strcpy(name, "[world]");
    //
    if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledby))
    {
        if (bs->lastkilledby == bs->client) return qfalse;
        BotAI_BotInitialChat(bs, "death_teammate", name, NULL);
        bs->chatto = CHAT_TEAM;
    }
    else
    {
        //teamplay
        if (TeamPlayIsOn())
        {
            botlib_export->ea.EA_Command(bs->client, "vtaunt");
            return qtrue;
        }
        //
        if (bs->botdeathtype == MOD_WATER)
            BotAI_BotInitialChat(bs, "death_drown", BotRandomOpponentName(bs), NULL);
        else if (bs->botdeathtype == MOD_SLIME)
            BotAI_BotInitialChat(bs, "death_slime", BotRandomOpponentName(bs), NULL);
        else if (bs->botdeathtype == MOD_LAVA)
            BotAI_BotInitialChat(bs, "death_lava", BotRandomOpponentName(bs), NULL);
        else if (bs->botdeathtype == MOD_FALLING)
            BotAI_BotInitialChat(bs, "death_cratered", BotRandomOpponentName(bs), NULL);
        else if (bs->botsuicide || //all other suicides by own weapon
                 bs->botdeathtype == MOD_CRUSH ||
                 bs->botdeathtype == MOD_SUICIDE ||
                 bs->botdeathtype == MOD_TARGET_LASER ||
                 bs->botdeathtype == MOD_TRIGGER_HURT ||
                 bs->botdeathtype == MOD_UNKNOWN)
            BotAI_BotInitialChat(bs, "death_suicide", BotRandomOpponentName(bs), NULL);
        else if (bs->botdeathtype == MOD_TELEFRAG)
            BotAI_BotInitialChat(bs, "death_telefrag", name, NULL);
        else
        {
            if ((bs->botdeathtype == MOD_GAUNTLET ||
                    bs->botdeathtype == MOD_RAILGUN ||
                    bs->botdeathtype == MOD_BFG ||
                    bs->botdeathtype == MOD_BFG_SPLASH) && random() < 0.5)
            {

                if (bs->botdeathtype == MOD_GAUNTLET)
                    BotAI_BotInitialChat(bs, "death_gauntlet",
                                         name,												// 0
                                         BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
                                         NULL);
                else if (bs->botdeathtype == MOD_RAILGUN)
                    BotAI_BotInitialChat(bs, "death_rail",
                                         name,												// 0
                                         BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
                                         NULL);
                else
                    BotAI_BotInitialChat(bs, "death_bfg",
                                         name,												// 0
                                         BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
                                         NULL);
            }
            //choose between insult and praise
            else if (random() < botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1))
            {
                BotAI_BotInitialChat(bs, "death_insult",
                                     name,												// 0
                                     BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
                                     NULL);
            }
            else
            {
                BotAI_BotInitialChat(bs, "death_praise",
                                     name,												// 0
                                     BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
                                     NULL);
            }
        }
        bs->chatto = CHAT_ALL;
    }
    bs->lastchat_time = FloatTime();
    return qtrue;
}

/*
==================
BotChat_Kill
==================
*/
int BotChat_Kill(bot_state_t *bs)
{
    char name[32];
    float rnd;

    if (bot_nochat->integer) return qfalse;
    if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
    rnd = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_KILL, 0, 1);
    // don't chat in tournament mode
    if (gametype == GT_TOURNAMENT) return qfalse;
    //if fast chat is off
    if (!bot_fastchat->integer)
    {
        if (random() > rnd) return qfalse;
    }
    if (bs->lastkilledplayer == bs->client) return qfalse;
    if (BotNumActivePlayers() <= 1) return qfalse;
    if (!BotValidChatPosition(bs)) return qfalse;
    //
    if (BotVisibleEnemies(bs)) return qfalse;
    //
    EasyClientName(bs->lastkilledplayer, name, 32);
    //
    bs->chatto = CHAT_ALL;
    if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledplayer))
    {
        BotAI_BotInitialChat(bs, "kill_teammate", name, NULL);
        bs->chatto = CHAT_TEAM;
    }
    else
    {
        //don't chat in teamplay
        if (TeamPlayIsOn())
        {
            botlib_export->ea.EA_Command(bs->client, "vtaunt");
            return qfalse;			// don't wait
        }
        //
        if (bs->enemydeathtype == MOD_GAUNTLET)
        {
            BotAI_BotInitialChat(bs, "kill_gauntlet", name, NULL);
        }
        else if (bs->enemydeathtype == MOD_RAILGUN)
        {
            BotAI_BotInitialChat(bs, "kill_rail", name, NULL);
        }
        else if (bs->enemydeathtype == MOD_TELEFRAG)
        {
            BotAI_BotInitialChat(bs, "kill_telefrag", name, NULL);
        }
        //choose between insult and praise
        else if (random() < botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1))
        {
            BotAI_BotInitialChat(bs, "kill_insult", name, NULL);
        }
        else
        {
            BotAI_BotInitialChat(bs, "kill_praise", name, NULL);
        }
    }
    bs->lastchat_time = FloatTime();
    return qtrue;
}

/*
==================
BotChat_EnemySuicide
==================
*/
int BotChat_EnemySuicide(bot_state_t *bs)
{
    char name[32];
    float rnd;

    if (bot_nochat->integer) return qfalse;
    if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
    if (BotNumActivePlayers() <= 1) return qfalse;
    //
    rnd = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_KILL, 0, 1);
    //don't chat in teamplay
    if (TeamPlayIsOn()) return qfalse;
    // don't chat in tournament mode
    if (gametype == GT_TOURNAMENT) return qfalse;
    //if fast chat is off
    if (!bot_fastchat->integer)
    {
        if (random() > rnd) return qfalse;
    }
    if (!BotValidChatPosition(bs)) return qfalse;
    //
    if (BotVisibleEnemies(bs)) return qfalse;
    //
    if (bs->enemy >= 0) EasyClientName(bs->enemy, name, 32);
    else strcpy(name, "");
    BotAI_BotInitialChat(bs, "enemy_suicide", name, NULL);
    bs->lastchat_time = FloatTime();
    bs->chatto = CHAT_ALL;
    return qtrue;
}

/*
==================
BotChat_HitTalking
==================
*/
int BotChat_HitTalking(bot_state_t *bs)
{
    char name[32], *weap;
    int lasthurt_client = g_entities[bs->client].client->lasthurt_entity->s.number;
    float rnd;

    if (bot_nochat->integer || bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING || BotNumActivePlayers() <= 1 || !lasthurt_client || lasthurt_client == bs->client || lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS)
        return qfalse;

    rnd = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITTALKING, 0, 1);

    if (TeamPlayIsOn() || gametype == GT_TOURNAMENT || (!bot_fastchat->integer && random() > rnd * 0.5) || !BotValidChatPosition(bs))
        return qfalse;

    ClientName(g_entities[bs->client].client->lasthurt_entity->s.number, name, sizeof(name));
    weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_entity->s.number);

    BotAI_BotInitialChat(bs, "hit_talking", name, weap, NULL);
    bs->lastchat_time = FloatTime();
    bs->chatto = CHAT_ALL;
    return qtrue;
}

/*
==================
BotChat_HitNoDeath
==================
*/
int BotChat_HitNoDeath(bot_state_t *bs)
{
    char name[32], *weap;
    float rnd;
    int lasthurt_client = g_entities[bs->client].client->lasthurt_entity->s.number;
    aas_entityinfo_t entinfo;

    if (!lasthurt_client || lasthurt_client == bs->client || lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS || bot_nochat->integer || bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING || BotNumActivePlayers() <= 1)
        return qfalse;

    rnd = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNODEATH, 0, 1);

    if (TeamPlayIsOn() || gametype == GT_TOURNAMENT || (!bot_fastchat->integer && random() > rnd * 0.5) || !BotValidChatPosition(bs) || BotVisibleEnemies(bs))
        return qfalse;

    BotEntityInfo(bs->enemy, &entinfo);

    if (EntityIsShooting(&entinfo))
        return qfalse;

    ClientName(lasthurt_client, name, sizeof(name));
    weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_mod);

    BotAI_BotInitialChat(bs, "hit_nodeath", name, weap, NULL);
    bs->lastchat_time = FloatTime();
    bs->chatto = CHAT_ALL;
    return qtrue;
}

/*
==================
BotChat_HitNoKill
==================
*/
int BotChat_HitNoKill(bot_state_t *bs)
{
    char name[32], *weap;
    float rnd;
    aas_entityinfo_t entinfo;

    if (bot_nochat->integer) return qfalse;
    if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
    if (BotNumActivePlayers() <= 1) return qfalse;
    rnd = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNOKILL, 0, 1);
    //don't chat in teamplay
    if (TeamPlayIsOn()) return qfalse;
    // don't chat in tournament mode
    if (gametype == GT_TOURNAMENT) return qfalse;
    //if fast chat is off
    if (!bot_fastchat->integer)
    {
        if (random() > rnd * 0.5) return qfalse;
    }
    if (!BotValidChatPosition(bs)) return qfalse;
    //
    if (BotVisibleEnemies(bs)) return qfalse;
    //
    BotEntityInfo(bs->enemy, &entinfo);
    if (EntityIsShooting(&entinfo)) return qfalse;
    //
    ClientName(bs->enemy, name, sizeof(name));
    weap = BotWeaponNameForMeansOfDeath(g_entities[bs->enemy].client->lasthurt_mod);
    //
    BotAI_BotInitialChat(bs, "hit_nokill", name, weap, NULL);
    bs->lastchat_time = FloatTime();
    bs->chatto = CHAT_ALL;
    return qtrue;
}

/*
==================
BotChat_Random
==================
*/
int BotChat_Random(bot_state_t *bs)
{
    float rnd;
    char name[32];

    if (bot_nochat->integer) return qfalse;
    if (BotIsObserver(bs)) return qfalse;
    if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
    // don't chat in tournament mode
    if (gametype == GT_TOURNAMENT) return qfalse;
    //don't chat when doing something important :)
    if (bs->ltgtype == LTG_TEAMHELP ||
            bs->ltgtype == LTG_TEAMACCOMPANY ||
            bs->ltgtype == LTG_RUSHBASE) return qfalse;
    //
    rnd = botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_RANDOM, 0, 1);
    if (random() > bs->thinktime * 0.1) return qfalse;
    if (!bot_fastchat->integer)
    {
        if (random() > rnd) return qfalse;
        if (random() > 0.25) return qfalse;
    }
    if (BotNumActivePlayers() <= 1) return qfalse;
    //
    if (!BotValidChatPosition(bs)) return qfalse;
    //
    if (BotVisibleEnemies(bs)) return qfalse;
    //
    if (bs->lastkilledplayer == bs->client)
    {
        strcpy(name, BotRandomOpponentName(bs));
    }
    else
    {
        EasyClientName(bs->lastkilledplayer, name, sizeof(name));
    }
    if (TeamPlayIsOn())
    {
        botlib_export->ea.EA_Command(bs->client, "vtaunt");
        return qfalse;			// don't wait
    }
    //
    if (random() < botlib_export->ai.Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_MISC, 0, 1))
    {
        BotAI_BotInitialChat(bs, "random_misc",
                             BotRandomOpponentName(bs),	// 0
                             name,						// 1
                             "[invalid var]",			// 2
                             "[invalid var]",			// 3
                             BotMapTitle(),				// 4
                             BotRandomWeaponName(),		// 5
                             NULL);
    }
    else
    {
        BotAI_BotInitialChat(bs, "random_insult",
                             BotRandomOpponentName(bs),	// 0
                             name,						// 1
                             "[invalid var]",			// 2
                             "[invalid var]",			// 3
                             BotMapTitle(),				// 4
                             BotRandomWeaponName(),		// 5
                             NULL);
    }
    bs->lastchat_time = FloatTime();
    bs->chatto = CHAT_ALL;
    return qtrue;
}

/*
==================
BotChatTime
==================
*/
float BotChatTime(bot_state_t *bs)
{
    int cpm;

    cpm = botlib_export->ai.Characteristic_BInteger(bs->character, CHARACTERISTIC_CHAT_CPM, 1, 4000);

    return 2.0;	//(float) botlib_export->ai.BotChatLength(bs->cs) * 30 / cpm;
}

/*
==================
BotChatTest
==================
*/
void BotChatTest(bot_state_t *bs)
{

    char name[32];
    char *weap;
    int num, i;

    num = botlib_export->ai.BotNumInitialChats(bs->cs, "game_enter");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "game_enter",
                             EasyClientName(bs->client, name, 32),	// 0
                             BotRandomOpponentName(bs),				// 1
                             "[invalid var]",						// 2
                             "[invalid var]",						// 3
                             BotMapTitle(),							// 4
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "game_exit");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "game_exit",
                             EasyClientName(bs->client, name, 32),	// 0
                             BotRandomOpponentName(bs),				// 1
                             "[invalid var]",						// 2
                             "[invalid var]",						// 3
                             BotMapTitle(),							// 4
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "level_start");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "level_start",
                             EasyClientName(bs->client, name, 32),	// 0
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "level_end_victory");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "level_end_victory",
                             EasyClientName(bs->client, name, 32),	// 0
                             BotRandomOpponentName(bs),				// 1
                             BotFirstClientInRankings(),				// 2
                             BotLastClientInRankings(),				// 3
                             BotMapTitle(),							// 4
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "level_end_lose");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "level_end_lose",
                             EasyClientName(bs->client, name, 32),	// 0
                             BotRandomOpponentName(bs),				// 1
                             BotFirstClientInRankings(),				// 2
                             BotLastClientInRankings(),				// 3
                             BotMapTitle(),							// 4
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "level_end");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "level_end",
                             EasyClientName(bs->client, name, 32),	// 0
                             BotRandomOpponentName(bs),				// 1
                             BotFirstClientInRankings(),				// 2
                             BotLastClientInRankings(),				// 3
                             BotMapTitle(),							// 4
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    EasyClientName(bs->lastkilledby, name, sizeof(name));
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "death_drown");
    for (i = 0; i < num; i++)
    {
        //
        BotAI_BotInitialChat(bs, "death_drown", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "death_slime");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "death_slime", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "death_lava");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "death_lava", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "death_cratered");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "death_cratered", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "death_suicide");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "death_suicide", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "death_telefrag");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "death_telefrag", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "death_gauntlet");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "death_gauntlet",
                             name,												// 0
                             BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "death_rail");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "death_rail",
                             name,												// 0
                             BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "death_bfg");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "death_bfg",
                             name,												// 0
                             BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "death_insult");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "death_insult",
                             name,												// 0
                             BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "death_praise");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "death_praise",
                             name,												// 0
                             BotWeaponNameForMeansOfDeath(bs->botdeathtype),		// 1
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    //
    EasyClientName(bs->lastkilledplayer, name, 32);
    //
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "kill_gauntlet");
    for (i = 0; i < num; i++)
    {
        //
        BotAI_BotInitialChat(bs, "kill_gauntlet", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "kill_rail");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "kill_rail", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "kill_telefrag");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "kill_telefrag", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "kill_insult");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "kill_insult", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "kill_praise");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "kill_praise", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "enemy_suicide");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "enemy_suicide", name, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    ClientName(g_entities[bs->client].client->lasthurt_entity->s.number, name, sizeof(name));
    weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_entity->s.number);
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "hit_talking");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "hit_talking", name, weap, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "hit_nodeath");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "hit_nodeath", name, weap, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "hit_nokill");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "hit_nokill", name, weap, NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    //
    if (bs->lastkilledplayer == bs->client)
    {
        strcpy(name, BotRandomOpponentName(bs));
    }
    else
    {
        EasyClientName(bs->lastkilledplayer, name, sizeof(name));
    }
    //
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "random_misc");
    for (i = 0; i < num; i++)
    {
        //
        BotAI_BotInitialChat(bs, "random_misc",
                             BotRandomOpponentName(bs),	// 0
                             name,						// 1
                             "[invalid var]",			// 2
                             "[invalid var]",			// 3
                             BotMapTitle(),				// 4
                             BotRandomWeaponName(),		// 5
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
    num = botlib_export->ai.BotNumInitialChats(bs->cs, "random_insult");
    for (i = 0; i < num; i++)
    {
        BotAI_BotInitialChat(bs, "random_insult",
                             BotRandomOpponentName(bs),	// 0
                             name,						// 1
                             "[invalid var]",			// 2
                             "[invalid var]",			// 3
                             BotMapTitle(),				// 4
                             BotRandomWeaponName(),		// 5
                             NULL);
        botlib_export->ai.BotEnterChat(bs->cs, 0, CHAT_ALL);
    }
}
